Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_arrow.h
Go to the documentation of this file.
1#ifndef D_A_E_ARROW_H
2#define D_A_E_ARROW_H
3
4#include "d/d_com_inf_game.h"
5
14
20
30public:
32 /* 0x5B4 */ J3DModel* mpModel;
33 /* 0x5B8 */ u8 mArrowType;
34 /* 0x5B9 */ u8 mFlags;
35 /* 0x5BC */ char* mResName;
36 /* 0x5C0 */ s16 field_0x5c0;
37 /* 0x5C2 */ s16 mAction;
38 /* 0x5C4 */ s16 mMode;
39 /* 0x5C6 */ s16 mTimers[4];
40 /* 0x5CE */ s16 field_0x5ce;
41 /* 0x5D0 */ f32 field_0x5d0;
42 /* 0x5D4 */ f32 field_0x5d4;
43 /* 0x5D8 */ cXyz field_0x5d8;
44 /* 0x5E4 */ dCcD_Stts mCcStts;
45 /* 0x620 */ dCcD_Sph mCcAtSph;
46 /* 0x758 */ dCcD_Sph mCcTgSph;
48 /* 0x9C8 */ cXyz field_0x9c8;
49 /* 0x9D4 */ cXyz field_0x9d4;
50 /* 0x9E0 */ u32 mStickSmokeEMKey;
51 /* 0x9E4 */ u32 mFireEMKeys[2];
52 /* 0x9EC */ u32 field_0x9ec;
53 /* 0x9F0 */ u32 field_0x9f0[4];
54 /* 0xA00 */ cXyz field_0xa00;
55 /* 0xA0C */ s16 field_0xa0c;
56 /* 0xA10 */ f32 field_0xa10;
57 /* 0xA14 */ u8 field_0xa14;
59};
60
61#endif /* D_A_E_ARROW_H */
Definition Z2SoundObject.h:100
Definition d_cc_d.h:432
Enemy Arrow.
Definition d_a_e_arrow.h:29
f32 field_0xa10
Definition d_a_e_arrow.h:56
u32 field_0x9f0[4]
Definition d_a_e_arrow.h:53
cXyz field_0x9d4
Definition d_a_e_arrow.h:49
u8 mFlags
Definition d_a_e_arrow.h:34
dCcD_Sph mCcAtSph
Definition d_a_e_arrow.h:45
dCcD_Stts mCcStts
Definition d_a_e_arrow.h:44
char * mResName
Definition d_a_e_arrow.h:35
s16 mMode
Definition d_a_e_arrow.h:38
cXyz field_0x9c8
Definition d_a_e_arrow.h:48
s16 mAction
Definition d_a_e_arrow.h:37
u8 field_0xa14
Definition d_a_e_arrow.h:57
u32 mStickSmokeEMKey
Definition d_a_e_arrow.h:50
u32 field_0x9ec
Definition d_a_e_arrow.h:52
dCcD_Sph mCcFireEffSph
Definition d_a_e_arrow.h:47
u32 mFireEMKeys[2]
Definition d_a_e_arrow.h:51
f32 field_0x5d4
Definition d_a_e_arrow.h:42
dCcD_Sph mCcTgSph
Definition d_a_e_arrow.h:46
s16 field_0x5ce
Definition d_a_e_arrow.h:40
s16 field_0xa0c
Definition d_a_e_arrow.h:55
f32 field_0x5d0
Definition d_a_e_arrow.h:41
Z2SoundObjArrow mSound
Definition d_a_e_arrow.h:58
request_of_phase_process_class mPhase
Definition d_a_e_arrow.h:31
u8 mArrowType
Definition d_a_e_arrow.h:33
cXyz field_0x5d8
Definition d_a_e_arrow.h:43
J3DModel * mpModel
Definition d_a_e_arrow.h:32
s16 field_0x5c0
Definition d_a_e_arrow.h:36
cXyz field_0xa00
Definition d_a_e_arrow.h:54
s16 mTimers[4]
Definition d_a_e_arrow.h:39
Definition f_op_actor.h:249
e_arrow_action
Definition d_a_e_arrow.h:6
@ ACTION_ARROW_BG
Definition d_a_e_arrow.h:8
@ ACTION_ARROW_SPIN
Definition d_a_e_arrow.h:9
@ ACTION_ARROW_SHIELD
Definition d_a_e_arrow.h:10
@ ACTION_ARROW_SHOT
Definition d_a_e_arrow.h:7
@ ACTION_ARROW_FIRE
Definition d_a_e_arrow.h:11
@ ACTION_ARROW_BOUND
Definition d_a_e_arrow.h:12
e_arrow_type
Definition d_a_e_arrow.h:15
@ ARROW_TYPE_FIRE
Definition d_a_e_arrow.h:17
@ ARROW_TYPE_NORMAL
Definition d_a_e_arrow.h:16
@ ARROW_TYPE_BOMB
Definition d_a_e_arrow.h:18
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:20
Definition d_a_npc_fguard.cpp:70
Definition d_a_hozelda.cpp:14
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8